Xenomorphs
Originally created as a biological weapon, xenomorphs have expanded
throughout the universe to adapt to any planet housing advanced carbon-based
life forms. While carbon-based lifeforms themselves, they are extremely
resistant to heat, cold, radiation, and vacuum environments by a silicate-based
exoskeleton. They have acid for blood, superhuman reflexes and strength, and
move extremely quickly and silently in most environments, making them
formidable threats to all species they encounter, whom they consider only as
either threat, food, or hosts for their young.
Xenomorphs possess an array of senses with sensitivities and ranges well
beyond those exhibited by humans. Upon hatching, they only possess hearing, infrared,
and pheromone sensing capabilities but upon maturing, they gain other perceptive
abilities as well. Their perception organs are housed beneath their elongated
carapace on their heads, thus preventing them from becoming a point of
vulnerability to an opponent. This carapace also acts as a natural flash
compensator and receiver for telepathic messages or commands given by their
queen.
Adult xenomorphs possess a reactive and adaptive intelligence rather
than an inventive one. This means that while xenomorphs do not have a
technology of their own, their observational learning abilities enable them to
learn to use tools, assess the physical properties of matter and their
environment around them, and use advanced tactics and strategy in combat when
countering threats or seeking prey or hosts. This lack of sentience and ability
to create their own technology has not prevented them from interstellar travel,
as they have learned to hitch rides on the crafts of other species or infect
others with their embryos without the infected host’s knowledge.
Xenomorph, Annoying (100 cm with tail (50 cm body), 5-10 kg
Annoying xenomorphs are any such creatures in the larval stage that can
threaten the lives of heroes. They cannot communicate, do not strategize, and only react to the environment enough to accomplish their biological need,
depending on the variant.
Known Variants
The two most common variants are the annoying facehugger and the equally
annoying chestburster.
Facehugger: The facehugger implants a kernel of preprogrammed
cellular material down its target’s throat via a sting after attaching itself
to the target’s face and cutting off circulation with its strong prehensile
constricting tail, releasing a combination toxin with immunosuppressant,
sedative, anaesthetic, and psychotropic effects while doing so. Upon successful
implantation, the facehugger dies, and the kernel of genetic material then incorporates
DNA from the host into its own DNA nucleus, allowing for rapid gestation times
of 1 to 10 hours. After gestation, the new annoying creature begins to bite
through its host in the form of a chesburster
Chestburster: Upon breaking though the chest of its host, it bursts forth
and runs away to hide so that it can grow unmolested. The annoying chestburster
grows rapidly through a series of hourly moltings. Each molting results in an
increase in height by 30 cm/hour, with legs forming after the first molting,
and the secreted exoskeleton hardens by 2 points of ArmV per hour until it
reaches the stats of a standard xenomorph.
STR +6
RSIL 0
RFLX +5
INTL -5
WILL 0
PERC +5
Action Move: 15 m (crawl, swim)
Action Load: 0 kg
Action Range: 10 m (infrared, sound, pheromones) (Add human senses
if
Chestburster Variant,)
PHYS: 10
ARMV: 5
Attacks/Skills
Stealth +5
Pounce/Charge +5 Afterward, may grapple or sting
Grapple +11 Afterward, will sting or bite
Sting (Facehugger Variant) +5 Poison (Incapacitating/anesthetizing-dies after depositing embryo)
Bite (Chestbruster Variant) +5 3d6 (9) when opponent at 0 PHYS, bursts out and runs away to hide
Stealth +5
Pounce/Charge +5 Afterward, may grapple or sting
Grapple +11 Afterward, will sting or bite
Sting (Facehugger Variant) +5 Poison (Incapacitating/anesthetizing-dies after depositing embryo)
Bite (Chestbruster Variant) +5 3d6 (9) when opponent at 0 PHYS, bursts out and runs away to hide
Origin Traits
Amphibious
Immunity: Mineral acids
Fear: Fire
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